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Topics - ?«SG.Sup?? | Sir.Scottx125

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Denied Suggestions / SWAT... what is the point?
« on: May 12, 2013, 11:29:41 AM »
Ok, so SWAT is essentialy the fire fight responce unit for the police force as well as the force which can guard the mayor. HOWEVER, now that has been taken over by SS (protecting the mayor). And SWAT ushualy is never recruited any more, so police officers have to deal with raids and fire fights themselfs using pistols the majority of the time, whilst going against ak47's ect. When SWAT is then recruited during a fire fight 7/10 times the fire fight is over by the time SWAT is there, and then everyone leaves SWAT because nothing happens.

Something radical needs to be done here in order to make SWAT a perminant part of the force in order to make them moderatly interesting and active to play.

So, say if you agree or disagree below with reasons, if you agree also put some possible suggestions in order to make SWAT a perminant active part of the police force. OR suggest what should be done in the case that SWAT is unable to become a perminant part of the police force, aka giving officers more bullet protection, better weapons ect.

2
Suggestions / Dispatch Com.
« on: May 06, 2013, 11:58:25 AM »
I had an idea where the dispatch who would be at a computer would have a list of cops on his monitor with given police unit numbers, he would then be able to send a message to each individual such as setting patrole routes ect, this is explained more indepth below:

*Dispatch types message to Unit P125*:"Unit P125 patrol industrial region and await further orders".
*Officer responds via radio*"10-4 dispatch P125 patroling industrial region.

Also a nice feature would be for the dispatch to have each message sent to be saved as a current status for each officer so that the dispatch can quickly find out what the officer's last order was.

3
Suggestions / Car Despawning.
« on: May 05, 2013, 06:26:44 PM »
When people pullinto the garage to despawn their vehicles i feel that there should be a 30 second despawn timer to prevent people who drive past red light ect who are being chased by comps instantly despawning their vehicle to remove evidence of their involvement.

4
Denied Suggestions / Police Dodge after update
« on: May 05, 2013, 05:16:09 PM »
The Dodge is improving although there are some problems:
Acceleration is abit too high.
Weight of the dodge is too low, causing the dodge to become unstable at 40mph +.
Traction is slightly too low.
Also theres this weird motion of the dodge to always drift left...

Although the update has added some significant improvements as of yet, so thank you for the last update.

5
Suggestions / Car bombs...
« on: May 03, 2013, 10:24:55 PM »
Ok so a few days ago police sufferd a massive terrorist attack where cop cars all over evocity were being destroyed by car bombs...

My idea is to have a system where car bombs being rigged produce a noise which can be heard by people within a certain radius of the player setting the bomb up, another idea would be to actualy disable car bombs if an officer or person noticed someone setting a car bomb up. This would include SWAT members being able to diffuse car bombs on any vehicle giving SWAT another purpose except for responding to fire fights and protecting the mayor.

6
Denied Suggestions / Police dodge & Viper.
« on: May 03, 2013, 10:08:29 PM »
Ok, now first of all im gonna start off with the dodge, the main problem here in my opinion is the dodge has amazing handling which it should do, however the traction is way too much. Especialy turning a corner at 60mph without drifting in the slightest; this also being a problem that the acceleration speed of the dodge and the maximum speed is quite low, i mean a dodge is ment to be fast enough to cope with most vehicles in a chase... yet i find i am barley going 60mph around the car dealer due to the fact that it takes so long to accelerate and the max speed is about 60.. which isnt going to cut it in a chase.

Now the viper, the viper is in most regards the direct opposite of the dodge... It handles like you are driving on ice, on turns an excess of 30mph is enough to spin out on a corner completely, as well as the max speed of the viper being something like 70mph+ with great acceleration.

What should be done?
Well personaly i feel like the dodge which is for VIP+ should have moderate handling, drifts at 50mph+ and will spin out on turns at 70mph+. The dodge should reach 0-60 in 4-6 seconds with a max speed of 80-90mph. The traction to the road should be reduced as well to allow drifting at the speed mentioned above.

The viper seeing that it is a vehicle avalible to everyone should have moderate handling, drift at 40mph+ and spin out at 60mph+ with a max speed of around 70-80mph. The viper should be able to reach 60mph in about 6-7 seconds. And have more traction to the road, however seeing as this vehicle should atleast have some aspects of balance between both vehicles, i think this viper should have high durability due to the buffers on the front of the vehicle compared to the dodge which should have moderate durability, since it has no buffers for damage.

7
Donation Questions and Trades / Option to buy 250 credits please?
« on: April 23, 2013, 07:58:26 PM »
Hey i was hoping of in time *hopefuly soon* donating, although i would specificly like to donate to gold which is 2500 credits? And i dont know where from but i have 250 credits already which puts me in an awkward position, and i really dont want to spend money on 2500 credits with a spare 250 credits lying around.

8
Suggestions / Gun Durability.
« on: April 21, 2013, 04:44:22 PM »
Ok, now currently for Weapons and ammo craftsmen there abit of a tradeoff when it comes to selling weapons, i mean when you sell someone a gun thats it, they have a gun and they wont really want to buy another one, when he/she dies that gun stays in circulation through looting ect.

My idea is to have a system where guns begin to wear out or break over time, once they reach 0% of their durability the weapons will break and will dissapear from your inventory, then you will have to buy a new weapon. However i also think there should be mid stages within this system to provide another potential skill or perhaps another function of weapon crafting called "Weapon repairing/restoration" where you go to any weapon craftsman and he can repair your weapon for a certain ammount of money.

This is the stats i had in mind for weapons at various percentages of durability:

  • 100% Durability, 100% Dmg 100% Aim.
    75% Durability, 80% Dmg 80% Aim. Cost of repair: 25% of Crafting price.
    50% Durability, 50% Dmg 50% Aim. Cost of repair: 35% of Crafting price.
    25% Durability, 20% Dmg 20% Aim. Cost of repair: 65% of Crafting price.
    0% Durability*, 0% Dmg 0% Aim, weapon is destroyed.

The whole purpose of the increase in penalty to aim. damage and repair cost as your weapon reduces in durability is to in essence force players to repair their weapon on a regular basis cheaper, yet to add a function where it will keep weapon crafters in buisness and improve the money around the weapon crafting buisness.
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